Merge remote-tracking branch 'origin/master' into Physics
Conflicts: src/game/Game/LevelSystem.cpp
This commit is contained in:
@@ -30,7 +30,7 @@ void dd::Systems::LevelSystem::Initialize()
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cPhys->CollisionType = CollisionType::Type::Static;
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cPhys->GravityScale = 0.f;
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cPhys->Category = CollisionLayer::Type::Brick;
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cPhys->Mask = static_cast<CollisionLayer::Type> (CollisionLayer::Type::Ball | CollisionLayer::Type::Wall | CollisionLayer::LifeBuoy);
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cPhys->Mask = static_cast<CollisionLayer::Type>(CollisionLayer::Type::Ball | CollisionLayer::Type::Projectile | CollisionLayer::Type::Wall | CollisionLayer::LifeBuoy);
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transform->Sticky = false;
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model->ModelFile = "Models/Brick/WhiteBrick.obj";
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@@ -90,6 +90,9 @@ void dd::Systems::LevelSystem::UpdateEntity(double dt, EntityID entity, EntityID
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} else if (brick->Type == StickyBrick) {
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Events::StickyPad e;
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EventBroker->Publish(e);
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} else if (brick->Type == InkBlasterBrick) {
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Events::InkBlaster e;
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EventBroker->Publish(e);
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}
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m_LooseBricks--;
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m_World->RemoveEntity(entity);
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@@ -203,6 +206,10 @@ void dd::Systems::LevelSystem::CreateBrick(int row, int line, glm::vec2 spacesBe
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cBrick->Type = StickyBrick;
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auto model = m_World->GetComponent<Components::Model>(brick);
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model->ModelFile = "Models/Brick/StickyBrick.obj";
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} else if (typeInt == InkBlasterBrick) {
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cBrick->Type = InkBlasterBrick;
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auto model = m_World->GetComponent<Components::Model>(brick);
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model->Color = glm::vec4(0.1f, 0.1f, 0.1f, .0f);
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}
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float x = line * spacesBetweenBricks.x;
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float y = row * spacesBetweenBricks.y;
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@@ -218,8 +225,10 @@ void dd::Systems::LevelSystem::OnEntityRemoved(EntityID entity)
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bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event)
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{
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LOG_DEBUG("Collision happened!");
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EntityID entityBrick;
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EntityID entityBall;
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EntityID entityShot = 0;
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auto ball = m_World->GetComponent<Components::Ball>(event.Entity2);
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auto brick = m_World->GetComponent<Components::Brick>(event.Entity1);
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if (brick != nullptr) {
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@@ -239,7 +248,19 @@ bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event)
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if (ball != nullptr) {
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entityBall = event.Entity1;
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} else {
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return false;
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auto shot = m_World->GetComponent<Components::Projectile>(event.Entity1);
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if (shot != nullptr) {
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LOG_DEBUG("Entity1 is a shot!");
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entityShot = event.Entity1;
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} else {
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shot = m_World->GetComponent<Components::Projectile>(event.Entity2);
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if (shot != nullptr) {
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LOG_DEBUG("Entity2 is a shot!");
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entityShot = event.Entity2;
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} else {
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return false;
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}
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}
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}
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}
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@@ -248,13 +269,37 @@ bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event)
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return false;
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}
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/*auto power = m_World->GetComponent<Components::PowerUpBrick>(entityBrick);
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if (power != nullptr && NumberOfBricks() > 1) {
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Events::CreatePowerUp e;
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auto transform = m_World->GetComponent<Components::Transform>(entityBrick);
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e.Position = transform->Position;
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EventBroker->Publish(e);
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}*/
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if (entityShot != 0) {
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// For when a brick gets shot.
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brick->Removed = true;
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auto physicsComponent = m_World->GetComponent<Components::Physics>(entityBrick);
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physicsComponent->CollisionType = CollisionType::Type::Dynamic;
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physicsComponent->GravityScale = 1.f;
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physicsComponent->Mask = static_cast<CollisionLayer::Type>(CollisionLayer::Water | CollisionLayer::Wall);
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auto transformComponentBrick = m_World->GetComponent<Components::Transform>(entityBrick);
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auto transformComponentShot = m_World->GetComponent<Components::Transform>(entityShot);
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Events::SetImpulse e;
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e.Entity = entityBrick;
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glm::vec2 point = glm::vec2(transformComponentBrick->Position.x + ((transformComponentShot->Position.x - transformComponentBrick->Position.x) / 4),
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transformComponentBrick->Position.y + ((transformComponentShot->Position.y - transformComponentBrick->Position.y) / 4));
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e.Impulse = glm::normalize(point)*5.f;
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e.Point = point;
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EventBroker->Publish(e);
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SetNumberOfBricks(NumberOfBricks() - 1);
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Events::ScoreEvent es;
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es.Score = brick->Score;
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EventBroker->Publish(es);
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m_World->RemoveEntity(entityShot);
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return true;
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}
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if (!Restarting() && !brick->Removed) {
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brick->Removed = true;
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@@ -268,6 +313,7 @@ bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event)
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auto ballTransform = m_World->GetComponent<Components::Transform>(entityBall);
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auto physicsComponent = m_World->GetComponent<Components::Physics>(entityBrick);
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physicsComponent->CollisionType = CollisionType::Type::Dynamic;
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physicsComponent->GravityScale = 1.f;
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physicsComponent->Mask = static_cast<CollisionLayer::Type>(CollisionLayer::Water | CollisionLayer::Wall);
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@@ -381,6 +427,7 @@ void dd::Systems::LevelSystem::GetNextLevel()
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// 2 is multiball brick.
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// 3 is lifebuoy brick.
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// 4 is sticky brick.
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// 5 is ink blaster brick.
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if (m_CurrentCluster == 0) {
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if (m_CurrentLevel == 1) {
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level =
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@@ -431,7 +478,7 @@ void dd::Systems::LevelSystem::GetNextLevel()
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1, 1, 1, 1, 1, 1, 1,
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1, 2, 1, 2, 1, 2, 1,
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1, 1, 0, 1, 0, 1, 1,
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4, 0, 0, 3, 0, 0, 1};
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4, 0, 0, 3, 0, 0, 5};
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} else if (m_CurrentLevel == 2) {
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level =
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{1, 0, 0, 0, 0, 0, 1,
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